Hi! I'm making an isometric game. I'm tiling a bunch of walls to form a room so perfect fit is important.
I use the following three rows to turn of the antialias effect:
Now my graphics gets distorted somehow, just like if the graphics has been rotated a very small angle counter clockwise or something (without antialiasing). Not even perfect vertical lines are rendered currectly.
I've tried cutting down my image size to 512x512 and 1024x1024 with no luck. I've loaded my texture with D3DXCreateTextureFromFileEx with D3DX_FILTER_NONE, still no change.
However when creating my graphicsdevice as REF instead of HAL I get perfect result.
I wish I could show you a screenshot but printscreen doesn't seem to work in fullscreen mode. Distortion is to be expected in windowed mode. REF is of course horribly slow.
Has anyone else had this problem?
WinXP, DirectX9.0, Geforce3
Here's the code I use for drawing:
MatScale._41 = x;
MatScale._42 = y;
Sprite->Draw(Textures[t], &r, NULL, NULL, 0xFFFFFFFF);